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MDV Featured Article -
The Games People Play: Structured Magic. -
by Lionden_56 - originally posted 5/8/06 - reposted 7/4/08 - discuss
here
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For this column, I like to have theme of what I’m going to
talk about over the course of the article. For instance, last time was all about
math, and the time before that was a tactical look at the game. While today’s
variants do have a theme they follow, it is tough to put that theme into a one
or two word description. So for now, I’ll describe it like this: every card in
your deck serves a specific purpose. Yes, every card in a deck serves a specific
purpose, but as you read on, you’ll see what I mean.
Scavenger Hunt
This game is great for those of you out there who have been
collecting for a while. The premise of the variant is extremely simple. Each
player is given an identical list of “categories.” Then, each player must
construct a deck with cards that fit into those categories. Confused? Here is a
sample list. This was taken from the 2001 Event Horizon’s Invitational.
1. Any non-artifact card with an upkeep cost
2. Any spell with X in its casting cost
3. Any cantrip (a spell that draws one card in addition to its normal effect)
4. Any Gold Card
5. A Snow-Covered Land
6. Any card with cumulative upkeep
7. A permanent with Echo or a creature with Shadow
8. Any card whose name contains the letters “E”,”H”, and “I”
9. Any creature with the creature type: Wall
10. Any spell which has an alternate casting cost
11. Any spell with Buyback
12. And card with a converted mana cost greater than 5
13. Any card with Cycling
14. Any spell which has an optional kicker
15. Any land which can become a creature
16. Any spell with gating OR a growing enchantment (Saga Block)
17. A split card
18. Any spell with Flashback
19. An enchant land
20. A legendary artifact, land, or creature
21. Another legendary artifact, land, or creature (not the same as the card
above)
22. A card whose flavor text contains words that rhyme
23. Any rare of your choice
24. Any uncommon of your choice
25. Any common of your choice
26. A creature with creature type: Spellshaper
27. Any card that has at least triple color intensity (of the same color) in
its mana cost
28. Any card featuring the artwork of Adam Rex
29. Any card featuring the artwork of Brian Snoddy
30. Any card featuring the artwork of Carl Critchlow
31. Any card featuring the artwork of Heather Hudson
32. Any card featuring the artwork of Rebecca Guay
33. An artifact that produces mana
34. Any enchantment that can be played as an instant Or any permanent with
Fading
35. A land that does not produce mana
36. A ryhstic spell or perpetual enchantment
37. A “hill giant” (a 3/3 creature for 3X mana)
38. A “gray ogre” (a 2/2 creature for 2X mana)
39. A “grizzly bear” (a 2/2 creature for a converted mana cost of 2)
40. A 1/1 creature for 1 mana (any color)
41. Any creature with a Landwalk ability or protection
42. A “187” creature (a creature with a comes-into-play effect)
43. A card that depicts a female in the artwork
44. A spell with a converted mana cost greater then 7
45. A permanent with a Phasing, Flanking, OR Threshold ability
46. A sleeping enchantment (veiled, opal, etc.) OR any card that requires a
coin flip
47. Any card with a mechanic origination in the Torment Set
48. Any FOIL card of your choice
49. Any card whose flavor text mentions Urza and/or Mishra
50. Any card appearing in a winning deck (or SB) at any MTG: World
Championships
51. A creature with creature type: Licid
52. Any non-basic land
53. Any non-basic land
54. Any non-basic land (other then 52 or 53)
55. Any non-basic land (other then 52 or 53)
56-75. 20 basic lands
As
you can see, there are some strange categories in there. The format is almost
always type one, because stuff like the snow-covered lands have rotated out
(until Coldsnap anyway). Some more rules:
One single card cannot count for more than one category. However, multiples of a
card may be used to fill multiple categories. For example, one Iron Myr cannot
be used to fill both the “any common of your choice” and “an artifact that
produces mana.” But if you have 2x Iron Myr, then your deck is legal. The
banned/restricted list still applies, however. So even if Time Spiral would fit
more than one category, you can only have one in your deck. The list of 75 means
that you will have 75 cards in your deck. There is no sideboard.
The really cool thing about this format is that it is
adaptable. The above list is not set in stone as the way you “must” play this
format. It is simply one of many possible lists. If you don’t like some of the
categories on there, make your own. Maybe you don’t have any lands that don’t
produce mana (#35); just change that category. The only thing that matters is
that everyone involved has the same list.
So, that’s it for Scavenger Hunt. It’s a very simple game.
Pros: Decks will involve random, goofy cards that
rarely see play, rewards creativity in card selection, limitless potential for
categories.
Cons: Usually requires large collections with older cards, finding all the
card needed has potential to be a challenge.
Rainbow Stairwell
If you read Bennie Smith’s article on mtg.com, you’ve
probably heard about this format. It’s called Rainbow Stairwell. This name is
somewhat all-encompassing, as there are a few variations on this variation.
There’s Rainbow Stairwell(RS) 56, RS 60, RS 61, and other homebrews that
incorporate variants like Peasant or Highlander. Despite the many variants, the
core of the game is always the same.
Decks are constructed using cards spanning all five colors,
with CCs running 1-6. For each color, you must have one card that has a mana
cost of one, you must have a card with a mana cost of two, and on up to six. If
you are still confused, here’s an example. This could be the white portion of
your deck:
Swords to Plowshares-CMC 1
Disenchant–CMC 2
Exile-CMC 3
Wrath of God-CMC 4
Serra Angel-CMC 5
Catastrophe-CMC 6
You
only use one copy of each card. The same holds true for all five colors, and
artifacts. Adding six cards of each color and six artifacts will give you a core
deck of 36 cards. This is where the variants begin to differ. In RS 56, the deck
is required to have 4 of each type of land. This adds 20 lands to the deck, so
36 + 20 = 56, giving you a finished deck of 56 cards, hence the name RS 56. RS
60 lets you add any 24 basic lands. It doesn’t require a specific amount of any
one type of land. RS 61 is the format that will give you the most consistent
mana base, but is also the most expensive. You use 25 lands in RS 61: 3 of each
basic, and 2 of each allied color “dual” land. The type of duals you use is up
to you, but it should be kept constant among all players. If you have the old
ABU duals, then you can use those. Ravnica duals? Go for it. No duals? The
painlands from 9th will work. Don’t have those either? Try the taplands from
Invasion (IE Urborg Volcano). Any cycle of five lands that produce the allied
colors of mana work.
When playing RS, you’ll have to pick a format. For casual
players, that will probably be T1. No matter what format you chose, you’ll have
to follow the banned/restricted list. So if you want to play Mirrodin block RS,
no Skullclamp for you. RS itself has a banned list. All 0CC spells (Ornithopter,
Moxen, etc…) are banned. Gold spells/split spells/hybrid mana spells are banned.
No X’s either (Fireball). In order to keep the structure of this format, the
Wishes from Judgment are also banned. Finally, and probably most confusingly,
any card that mentions non-basic lands are banned. In most RS games, you won’t
see any non-basics anyway. Dryad Sophisticate fans, sorry, but you are out of
luck. Blood Moon and Molten Rain are also good examples. Stone Rain is still
allowed, because it doesn’t specify non-basic.
Some other notes about acceptable cards: All that matters
for a card's CC is what’s printed in the top-right corner. Kicker, Entwine,
Ninjutsu, or anything else that modifies a spell’s CC or the amount of mana you
need to play it are allowed, but not counted towards the card’s CC for
construction purposes. The flip cards from Kamigawa block are allowed, and are
to be looked at in pre-flipped form.
The strategy of this format is one that looks to blend
color fixing with tutoring. Because the deck spans all five colors, getting the
right colors consistently is a must. With all of the color-fixing uncertainty, I
would stay away from the double-color spells. Befoul is great, but I wouldn’t be
using it too often. To help remedy this, cards like Kodama’s Reach and Farseek
help sort out the colors. Next, tutoring is very important, because you are only
running one copy of your most important spells. Gifts Ungiven works well, but if
you don’t have the money for one of those, the transmute cards from Ravnica
become pseudo-tutors. The transmute ability becomes even more relevant, because
every CC is hit. For your viewing pleasure, a Type 2 Rainbow Stairwell 56 deck:
White
1CC- Isamaru, Hound of Konda
2CC- Ghost Warden
3CC- Kabuto Moth
4CC- Guardian of the Guildpact
5CC- Angel of Mercy
6CC- Harrier Griffin
The white is this deck mixes utility with beats. Isamaru
starts the face-smashing party, while the Warden and Moth make your beaters
bigger. Guardian of the Guildpact is basically untouchable in this variant,
because no multicolored spells are allowed. Angel of Mercy gets you a few more
beats, not to mention a nice little life boost, and Harrier Griffin gets rid of
pesky blockers. Also, there aren’t many 6CC white cards in standard right now…
Blue
1CC- Mark of Eviction
2CC- Telling Time
3CC- Drift of Phantasms
4CC- Gifts Ungiven
5CC- Meloku the Clouded Mirror
6CC- Keiga, the Tide Star
Blue mixes tutor with more beatdown. I debated Mark of
Eviction and Spell Snare, but in the end went with the annoying remover. Telling
Time, Drift, and Gifts allow you to tutor, while Meloku and Keiga serve as
victory conditions.
Black
1CC- Darkblast
2CC- Last Gasp
3CC- Rend Flesh
4CC- Deathgazer
5CC- Throat Slitter
6CC- Pull Under
I hope you see a pattern here. My black is basically
removal, removal, and more removal. Every card there has the potential to kill a
creature. My big debates here were Darkblast vs. Plagued Rusalka and Rend Flesh
vs. Seal of Doom. I went with the Darkblast simply because of the dredge
ability. I took Rend Flesh because I know my opponent is running six black
cards, so Seal won’t always hit. I don’t know how many spirits my opponent is
running, but I’m confident rend will land more often than seal.
Red
1CC- Kird Ape
2CC- Pyroclasm
3CC- Char
4CC- Flame Fusillade
5CC- Sokenzan Spellblade
6CC- Thundermare
Basic red stuff here. Kird Ape will get its bonus more
often than not. Some people don’t like Thundermare, but I do, so he went in at
the top of the curve.
Green
1CC- Birds of Paradise
2CC- Sakura-Tribe Elder
3CC- Kodama’s Reach
4CC- Hunted Wumpus
5CC- Spined Wurm
6CC- Moss Kami
Early mana fixing/acceleration, followed up by big beaters:
it’s what green does best. The bottom of the curve nets you the colors you need,
while the top three creatures bring the beats. Hunted Wumpus is the card I most
fear in this deck, but with the amount of removal I’m running, I feel safe with
it.
Artifact
1CC- Sensei’s Divining Top
2CC- Umezawa’s Jitte
3CC- Loxodon Warhammer
4CC- Gruul War Plow
5CC- Glass Golem
6CC- Phyrexian Hulk
Divining Top helps you sift through to find your colors.
Once you get your colors online, War Plow becomes a 4/4 just about every turn.
Glass Golem and Hulk are there just for more creatures. Golem is a little shaky,
but I hope that my white utility stuff will be there. I briefly considered
Ornate Kanzashi for that spot. Because everyone is playing the same colors, the
Hair Pins are more relevant than a lot would realize.
Add 4 of each basic land, and we’ve got a RS 56 deck.
That’s it. Rainbow Stairwell is a format that is a lot of fun, and is sure to be
a good time.
Pros: The nature of the decks makes sure that you’ll
never play the same game twice.
Cons: A lot of potential for color-screws, requires a bit of a larger
collection.
Learn your ABC’s
We
finish this week with another fairly simple variant. It will, however, force you
to go find your Xenic Poltergeists or Xantid Swarms. The format is called ABC
Magic, and has basically only one rule. There must be one card in your deck that
starts with each letter of the alphabet. I’ve seen this variant used in a
tournament before, and I’ve never seen so many Xantid Swarms in one place. Lands
count towards their letter, so Mountain can be used for “M”. They don’t have to,
however. You can include more than one copy of each card, with the standard no
more than four aside from basics. You cannot have two different cards that start
with the same letter. It may be advisable to allow proxies for X, because Xantid
Swarm is the only newer card that starts with X. I don’t know too many people
that keep Xanthic Statues on them.
Editor's Note: There are only six
cards in Magic: the Gathering that start with the letter X. They are:
Xanthic Statue, Xantid Swarm, Xenic Poltergeist, Xiahou Dun, the One-Eyed,
Xira Arien and Xun Yu, Wei Advisor.
When building for this format, your deck will probably have
green, black, or red in it somewhere. Those three colors are the only colors
with an “X” card in them. While the Statue is an artifact, I don’t actually know
anyone that owns one, so I don’t know how many people will be toting that in
their deck. The proxy rule does help this a little, though.
If you are thinking that decks built this way will lack
consistency or focus, think again. This first deck has both. It’s almost a
completely tribal deck, which is impressive for this format, and is a very
dangerous discard machine. This is thanks to Loki from MTGNews.com.
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  Loki's
ABC Deck.
ABC Varient: CONTROL/Discard |
4 Abyssal Specter
4 Blazing Specter
1 Coercion
1 Disrupting Specter
4 Entropic Specter
1 Fatigue
1 Gwendlyn di Corci
4 Hypnotic Specter
1 Insidious Worms
1 Juzam Djinn
1 Kromus Bell
1 Larceny
1 Mind Twist
1 Noxious Fumes
4 Order of Yawgmoth
1 Putrefaction
1 Quicksilver Amulet
1 Ravenous Rats
1 Stupor
1 Thopter Squadron
1 Unnerve
1 Void
1 Warped Devotion
1 Xanthic Statue
1 Yawgmoth Demon
1 Zuran Orb
10 Swamp
4 Island
5 Mountain
(77 Total) |
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by Loki @ MTGNews |
I would’ve gone with Megrim over Mind Twist, but other than
that, this is a pretty solid build for this format.
One more deck that caught my eye in ABC is a reanimator
deck. I couldn’t find the author of this deck.
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 ABC's
Reanimator.
ABC Varient: Recursion |
1 Avatar of Woe
2 Buried Alive
1 Corpse Dance
3 Dance of the Dead
4 Entomb
2 Faceless Butcher
1 Game Keeper
1 Hell's Caretaker
1 Insidious Dreams
1 Jalum Tome
1 Kyren Archive
2 Life/Death
1 Multani, Maro Sorcerer
1 Nekrataal
1 Ornithopter
1 Patter of Rebirth
1 Quicksand
2 Reanimate
1 Spiritmonger
3 Terror
1 Ukatabi Orangutan
1 Verdant Force
1 Wall of Blossoms
1 Xanthic Statue
1 Yawgmoth's Will
1 Zombie Infestation
14 Swamp
8 Forest
(60 Total) |
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by Unknown |
Unhinged fans should immediately see that Zzzyxas’s Abyss
and Now I know my ABC’s are insane in this format.
ABC Magic: maybe this simplest format I’ve covered.
Pros: Quirky little game that lets people build some
cool decks. Making a themed deck using every letter of the alphabet is pretty
sweet.
Cons: “X” spells.
There you have it for this week: three formats to test your
deckbuilding creativity. Until next time, have fun with Scavenger Hunt, RS, and
ABC’s.
~lionden_56~
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